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Deleting a model in the editor left the renderer holding it as the picked node, the next pick used freed memory: the renderer forgets it now (Forget_Node). A texture filled straight from memory (internalsrc:) can't be read again, released by the garbage sweep it came back grey; it stays now, and the units bound with the old name are rebound. The arrays of the ED brake force sharing are vectors, they leaked once per update. The scene hierarchy and the editor menu items go through the translation. Python caches ignored.
29 lines
364 B
Plaintext
29 lines
364 B
Plaintext
builds/
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CMakeLists.txt.user
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CMakeSettings.json
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ci_shadervalidator/validateshaders
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# Cache folders
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.cache/
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# CMake build output
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build/
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bin/
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#Visual Studio [Code] folders
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.vscode/
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.vs/
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# JetBrains CLion folders
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cmake-build-*/
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.idea/
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# Vcpkg manifest
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vcpkg.json
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/ref/crashpad
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# Local Python (setup.bat / CMake) for embedding
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tools/python314/
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__pycache__/
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*.pyc
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